This example code loads a single sound, and displays metadata.
/* metadata.c ... */ /* * This example code loads a single sound, and displays metadata. * * This code is public domain. Feel free to use it for any purpose! */ #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ #include <SDL3/SDL.h> #include <SDL3/SDL_main.h> #include <SDL3_mixer/SDL_mixer.h> static MIX_Audio *audio = NULL; static char *path = NULL; /* We will use this renderer to draw into this window every frame. */ static SDL_Window *window = NULL; static SDL_Renderer *renderer = NULL; /* This function runs once at startup. */ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) { SDL_SetAppMetadata("Example Metadata", "1.0", "com.example.metadata"); /* this doesn't have to run very much, so give up tons of CPU time between iterations. Optional! */ SDL_SetHint(SDL_HINT_MAIN_CALLBACK_RATE, "5"); /* we don't need video, but we'll make a window for smooth operation. */ if (!SDL_Init(SDL_INIT_VIDEO)) { SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); return SDL_APP_FAILURE; } if (!SDL_CreateWindowAndRenderer("examples/basic/metadata", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) { SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); return SDL_APP_FAILURE; } if (!MIX_Init()) { SDL_Log("Couldn't init SDL_mixer library: %s", SDL_GetError()); return SDL_APP_FAILURE; } SDL_asprintf(&path, "%smusic.mp3", SDL_GetBasePath()); /* allocate a string of the full file path */ audio = MIX_LoadAudio(NULL, path, false); /* MIX_Audios are shared between mixers, so you can pass a NULL mixer here; non-NULL just lets it optimize for a specific output. */ /* if MIX_LoadAudio failed, it's okay, the user can drop a new file on the window. */ return SDL_APP_CONTINUE; /* carry on with the program! */ } /* This function runs when a new event (mouse input, keypresses, etc) occurs. */ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) { if (event->type == SDL_EVENT_QUIT) { return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ } else if (event->type == SDL_EVENT_DROP_FILE) { MIX_DestroyAudio(audio); SDL_free(path); path = SDL_strdup(event->drop.data); audio = MIX_LoadAudio(NULL, path, false); } return SDL_APP_CONTINUE; /* carry on with the program! */ } static void SDLCALL RenderMetadata(void *userdata, SDL_PropertiesID props, const char *name) { float *y = (float *) userdata; switch (SDL_GetPropertyType(props, name)) { case SDL_PROPERTY_TYPE_INVALID: SDL_RenderDebugTextFormat(renderer, 0.0f, *y, " - %s [invalid type]", name); break; case SDL_PROPERTY_TYPE_POINTER: SDL_RenderDebugTextFormat(renderer, 0.0f, *y, " - %s [pointer=%p]", name, SDL_GetPointerProperty(props, name, NULL)); break; case SDL_PROPERTY_TYPE_STRING: SDL_RenderDebugTextFormat(renderer, 0.0f, *y, " - %s [string=\"%s\"]", name, SDL_GetStringProperty(props, name, "")); break; case SDL_PROPERTY_TYPE_NUMBER: SDL_RenderDebugTextFormat(renderer, 0.0f, *y, " - %s [number=%" SDL_PRIs64 "]", name, SDL_GetNumberProperty(props, name, 0)); break; case SDL_PROPERTY_TYPE_FLOAT: SDL_RenderDebugTextFormat(renderer, 0.0f, *y, " - %s [float=%f]", name, SDL_GetFloatProperty(props, name, 0.0f)); break; case SDL_PROPERTY_TYPE_BOOLEAN: SDL_RenderDebugTextFormat(renderer, 0.0f, *y, " - %s [boolean=%s]", name, SDL_GetBooleanProperty(props, name, false) ? "true" : "false"); break; default: SDL_RenderDebugTextFormat(renderer, 0.0f, *y, " - %s [unknown type]", name); break; } *y += SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE + 2; } /* This function runs once per frame, and is the heart of the program. */ SDL_AppResult SDL_AppIterate(void *appstate) { /* audio file metadata is stored in an SDL Properties group; you can also hang any app-specific metadata on here, too! */ SDL_PropertiesID props = MIX_GetAudioProperties(audio); SDL_AudioSpec audiospec; float y = 0.0f; SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black */ SDL_RenderClear(renderer); SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); /* white */ MIX_GetAudioFormat(audio, &audiospec); SDL_RenderDebugText(renderer, 0.0f, y, "== Drop a file on this window to get its metadata. =="); y += (float) SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 2.0f; if (audio) { SDL_RenderDebugText(renderer, 0.0f, y, path); y += (float) SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE + 2.0f; SDL_RenderDebugTextFormat(renderer, 0.0f, y, "%s, %d channel%s, %d freq", SDL_GetAudioFormatName(audiospec.format), audiospec.channels, (audiospec.channels == 1) ? "" : "s", audiospec.freq); y += (float) SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * 2.0f; /* now draw all the metadata. It happens in the RenderMetadata function, once per metadata item. */ SDL_EnumerateProperties(props, RenderMetadata, &y); } SDL_RenderPresent(renderer); return SDL_APP_CONTINUE; /* carry on with the program! */ } /* This function runs once at shutdown. */ void SDL_AppQuit(void *appstate, SDL_AppResult result) { /* SDL will clean up the window/renderer for us, MIX_Quit() destroys any mixer objects we made. */ MIX_Quit(); SDL_free(path); }